Summary: | 碩士 === 國立嘉義大學 === 數位學習設計與管理學系研究所 === 103 === This study explored the effects of health stretching exercises computer animation presented in different ways on the user's learning effectiveness, health behaviors, and health status change. A survey research based on quasi-experimental design was conducted with supplement of qualitative interviews.
A total of 66 college students and graduate students from a university in the south were recruited and randomly categorized into the experimental and control group evenly. Before the experiment, all the participants were asked to complete the pre-test health status questionnaire. During the experiment session, they watched 7 clips of health stretching exercises (neck/shoulder, waist/back, and hands) computer animation over the smart phones, in the form of either augmented reality (experimental group) or traditional films (control group). After the experiment, the learning effectiveness was evaluated and a post-test health status and health behavior questionnaire was distributed, followed by a non-structured interview for each participant.
The results show that the learning effectiveness revealed significant difference between the two demonstration forms with the augmented reality form having higher scores. The augmented reality group also had higher willingness to follow the animations to make a move except in the pa "neck and "hand" items. The difference between the pre- and post-test in health behavior among the two groups did not reach significance. Overall, the augmented reality group showed a relatively higher degree of satisfaction for the system assessment. It is expected that in the future the AR animation system has the potential to be applied to other sports or exercises with enhancement in system design.
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